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Topic Summary

Posted by: harold doodoolicker
« on: 02. September 2022, 21:31:25 »

How did you get access to the game's textures?
Posted by: szmotsu
« on: 19. August 2022, 21:12:17 »

Hello i wonder if anyone is interested in the mod which would really update 3d objects textures? this mean manually created new textures (as i assume editing meshes is not currently possible)? are object textures need to use specific pallete or it can be the custom one?
Posted by: Deu sex
« on: 04. July 2022, 01:26:56 »

Bumping this as I have been playing SS1EE a lot recently, your mod is really great, I'm curious if it can be extended to other things?
Most of the environment textures surpringly still look great to be honest, but some of them like animated doors, animated screens (not cameras), paintings, and 2D props pales in comparision. Enemies could really benefit from it too, even if it is not advanced AI upscaling, just the regular one could help tremendously. There's also the status mini cutscenes that look incredibly low res unfortunately (the ones when you see citadel station at some occasions after doing some quests).

Be careful though as secret doors would still need to be low res on purpose hehe.
Posted by: Deu sex
« on: 06. August 2020, 21:31:11 »

Amazing !! thanks !
Next step is Artificial Intelligence upscaling of ennemy sprites  :ninja:  they did it for DOOM the results were pretty good!
Posted by: dertseha
« on: 06. August 2020, 07:14:03 »

It's online available here: https://www.moddb.com/games/system-shock/downloads/high-resolution-object-textures-v30 .

(I removed the beta attachment from my previous post)
Posted by: voodoo47
« on: 05. August 2020, 13:58:24 »

oops, correct, it actually doesn't - anyway, lets use that format (the archive containing the modfolder and the modname_readme.txt) from now on.

any up to date os should be able to open 7zip archives nowadays.
Posted by: dertseha
« on: 05. August 2020, 12:50:26 »

ah, those are the ones from 3rdPlayer.
So, I'm the heretic then (female hacker also had everything in the root dir). All good.
Posted by: voodoo47
« on: 05. August 2020, 12:12:50 »

as far as I can tell, all sseesp mods already use that format (yours included), so lets keep it consistent. will wait for the final archive.
[ss1mod.jpg expired]
Posted by: dertseha
« on: 05. August 2020, 12:09:37 »

Re extra folder: The readme does mention the step of creating a folder. If I add the folder to the archive, then the readme isn't immediately available, as it is moved as well. I'm torn about this and opted for the current variant.
Which case is more likely?
* People "know" how mods work, ignore readme, and complain they have to create a folder
* People don't know how mods work, would want a readme front and center
* People don't know how mods work, ignore readme, and... know how to complain? :)
* ...
I guess a combined variant is the compromise: put readme and the mod-folder into root of archive.

The readme also specifies the package being version 3.0, as it's a new packaging, and specific for the source port. Also to separate it from the previous two versions.

(Plus: Did you choose .7z to keep up the mixture of compression formats like in the first post? ;) 7zip is not universally installed, .zip is supported natively in MS Windows)

I'm also considering to name it "HighRes_Object_Textures_..." as (possibly) someone wants to make a mod for actual high-poly-count objects - which is also why it's registering itself that way in the game.

Will update all of that later today - tomorrow morning latest.
Posted by: voodoo47
« on: 05. August 2020, 11:33:09 »

yep, seems to be working fine - nice job.

anyway, would recommend adding a modfolder to the archive (ex. hiresobj, lets keep it short and simple just to be sure) as sseesp mods need to reside in their own folders, once that's done (and you'll confirm the beta is ready to go live as 1.0), I'll attach the mod to the first post (suggested archive name HighRes_Objects_SSEESP_1.0.7z, in case you would want to keep the filename identical on the moddb page).
Posted by: dertseha
« on: 05. August 2020, 10:46:41 »

I've had a little time to experiment.
Turns out, HackEd was (almost) capable of doing that, all that's missing was an importer for .bmp files.

See attachments to this post:
First, a source port compatible mod (the archive). Contained README.txt describes how to install.
Second, pictures show a selection of 3D Objects, both with and without the mod enabled (seems like the low-res screenshots are ordered first, see filename on mouse-over to be sure).

If you are happy with it, I'd go and publish it then on moddb (hence the timeout of the attachments).
Posted by: Deu sex
« on: 24. July 2020, 16:33:29 »

 Please :heart:
Posted by: Deu sex
« on: 12. August 2018, 09:37:40 »

I've been trying to get the V2 version to work but no matter what I do (I assume I have to copy/replace the files identical to the V1 ?) it says it doesnt find the folder.
V1 .bat file works but when I put the citmat.res file back into the game, textures of 3D objects appears corrupted.
Is it possible that you release a V3 standalone version that works with SSEE ? now that we can play the game in 4K this mod makes much more sense :)
Posted by: szmotsu
« on: 02. February 2017, 19:21:41 »

I think the most problematic wont be rescalling but rather inserting resized textures into game (due to pallete limitations and lack of proper tools for res files)
Posted by: Vegoraptor
« on: 13. December 2015, 19:50:05 »

Theoretically, most textures should look way better when upscaled with something that is not HQx since it is a rather basic filter. I did some testing with a Fringe pattern and some basic textures (why Minecraft? Simply because did not have the original SS textures at hand). For the sake of it, I also tried waifu2x and Smilla Enlarger, both of which I have personally used before. W2X is meant for mostly flat textures like cartoons, or in fact anime, and uses some sort of Deep Convolutional Neural Networks magic, whereas Smilla was developed for photography. I'd say a mixture of xBRZ and W2X might be best, the latter seems to have a surprising amount of problems with single-pixel, non-45° lines, but the results for voluminous textures are way less artificial than xBRZ. But feel free to interpret the results yourselves.
Posted by: Marvin
« on: 25. November 2015, 21:30:13 »

I hope I'm not necroing this topic by asking, but do you guys think any of the textures would look better if re-upscaled with xBRZ instead?
Do it and let's find out.
Posted by: Mirrorman95
« on: 25. November 2015, 21:26:09 »

I hope I'm not necroing this topic by asking, but do you guys think any of the textures would look better if re-upscaled with xBRZ instead?
Posted by: YO
« on: 27. September 2015, 20:23:50 »

Input it where?  Please explain exactly what you did.
Posted by: miracle.flame
« on: 27. September 2015, 18:55:25 »

Any particular reason why one should opt for v2?
Posted by: Lauri
« on: 27. September 2015, 18:38:07 »

Okay, I finally got it. You will have to input the name of the resfile and the name of the folder with new bmps as parameters to this second version of the exe file. Otherwise it will just give the aforementioned error.
Posted by: miracle.flame
« on: 27. September 2015, 18:17:00 »

Not sure how v2 does the job better but for me it returns error:
Error: Expected hi-res3Dss.exe resfile bmpfolder
Example: hi-res3DSS.exe backup_1\CITMAT.RES newBMPsPress any key to continue . . .

v1 seems to be okay though...
Posted by: Kolya
« on: 25. September 2015, 20:36:31 »

See post #2 where Gigaquad first linked the second version.
Posted by: voodoo47
« on: 25. September 2015, 13:38:33 »

it's an update to the exe found in the larger archive, if memory serves.
Posted by: Lauri
« on: 25. September 2015, 12:53:18 »

What is this second version supposed to do? There are no new bmp's.
Posted by: Kolya
« on: 18. February 2015, 22:37:24 »

Attached it to the first post.
Posted by: WhyNott
« on: 16. February 2015, 17:47:42 »

Does anyone have a working link for the hi-res3DSSv2.zip file? I want to import the original textures, and the version in the OP doesn't seem to be able to do that
Posted by: Kolya
« on: 31. July 2009, 13:16:42 »

Awesome, thank you. :)
Posted by: Gigaquad
« on: 31. July 2009, 11:50:13 »

Yes, original bmps can be imported over the new ones. Here is a version with adjustable parameters, you can use relative folders and rename citmat.res and newbmps, but keep the bmp filenames as they are. I also commented out the debugging strings, now the program only complains about bmps that were not updated (1=Jorge, 31,32,34,35=single colour).
http://terranova.110mb.com/files/hi-res3DSSv2.zip
Posted by: Kolya
« on: 31. July 2009, 06:31:01 »

Would this program work the other way as well, if I replaced the contents of the folder "newBMPs" with the old files?
Also it would be cool if it took some parameters, like a source folder from which to take files and a target file to which to pack the new files.
Posted by: Gigaquad
« on: 25. July 2009, 14:00:33 »

Tags: °SS1 mod

(As discussed on TTLG)

SSEESP (the Enhanced Edition source port) users have to use the HighResObjTextures-v3.0 package, the other two downloads only work with the legacy builds of the game.

This graphical update replaces the existing 32*32/64*64 object textures with 256*256 ones. The textures were scaled with hq4x and Scale2x, then manually cleaned up to preserve the blinking lights. Since the textures are not redrawn by hand, they don't have any more details (shadows, texts, finer lines) than the originals.

Improvements:
  • Much less pixellation/aliasing when looking at objects from an angle
  • Rounder corners
  • Some extra colours to soften up hard transitions

Although there are few 3D objects in System Shock, this mod still complements ToxicFrog's high-resolution patch well.
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